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Messages - TheDeparted

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1
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 19, 2020, 01:23:06 pm »
Hello, everyone!

Can anyone tell me where I could find the changelog for openxcom extended?

2
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: July 11, 2019, 08:47:53 pm »
I've just updated the master version with the fix, download it here: https://github.com/Coincident/XCOMClassicRemastered/archive/master.zip

The game no longer crashes on startup and launches correctly with the latest nightly build of OpenXcom.

Please try it with your save-games and let me know if everything is ok; so I can tag this with version 1.1 and update the download in the mod portal.

I still get the crash at startup. something with the floater commander.

3
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: February 04, 2019, 04:58:26 pm »
Hey there,
   long time I didn't post jere but upon getting back on the saddle I was hit by a seriuos issue runnung both Equal Terms and Terrain pack mods.

Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).

This of course didn't prevent me to go up to Cydonia or Bust, so technically it's not a showstopper per se, but it's blocking a part of research so actually blocking a part of the game.

Another thing I noticed is that when a solder in flyong suit dies, I get a Damaged Power Armor to be repaired and not the fying one, I scoured the rulesets but I'm not too keen on those and couldn't find the possible cause.

Also, using TFTD damage model as you suggest, power suits are impressively sturdy...you can easily go frontal assault on sectopods, I got EXACTLY ONE causalty since power suits appeared on the field.

Hope this fedback is useful, keep up the good work since this is still one of the greatoest mods.

Cheers!

Great news!

4
Work In Progress / Re: Need a bit of help with this mod
« on: January 23, 2019, 05:47:28 pm »
Thank you, Reaver, much obliged.

Alas, I did try to sample code from the mods you indicated, but my technical (or intellectual?) skills are waaaay subpar, and I failed to get it all together in one single mod.

I do hope the real moders will find the wonderful resources you indicated to be useful in their work.

5
Suggestions / Re: Training Centre
« on: January 23, 2019, 05:39:52 pm »
Have you got anything similar for a medbay mod, I wonder?

6
Work In Progress / Re: Need a bit of help with this mod
« on: January 20, 2019, 08:54:15 pm »
I did, and it's a great mod! However, I have not exhausted the "vanilla" (or almost vanilla) version. This mod, combined with Reaver's Rebalanced, would be great starting point for a beginner.

7
Work In Progress / Need a bit of help with this mod
« on: January 20, 2019, 04:59:19 pm »
Hello!

I was wondering if some of the more technically-minded people out here could help re-create WarBoys great mod into openxcomplusextended.

Please see below the wonderful features WarBoy had in mind when he designed this gem for the early versions of OpenXcom. I know for some of you this may be a trivial task, but, alas, I was unable to create a single, coherent mod file. I would be very grateful if anyone could help me out.

Current feature list:

http://openxcommods.weebly.com/download.html

tank shells will now cause small explosions
training facility added - slowly increases soldier's stats, using the same formula as apocalypse
medical bay added - decreases wounded soldier convalescence time
researchable disruptor and gauss cannons for hovertanks and crafts
combat armor added, purchasable from buy interface
power armour replaced with re-coloured TFTD ion armour
flying armour helmet graphics altered
incendiary grenades
stun grenades
flashbangs - explode immediately, no priming, reduces reactions, accuracy and detection radius for 2-3 turns
terror missions at military bases (new map type) with military personnel (new unit type) with flashbangs and all mundane weapon types available
soldiers, if issued with pistols, will grab a melee weapon in their left hand, if one is available
added police, they will show up as local law enforcement on terror missions and actually fight aliens


8
40k / Re: Text and Lore
« on: January 20, 2019, 04:50:47 pm »
Can hardly wait for the next update! :P. One more thing: just a friendly reminder not to forget to include the other string files I edited.

Also, if you ever need my assistance, I'm more than happy to help. All the best, guys, and take care.

Just as a side note: the latest version (017) had some minor mistakes than were not found in the previous version. For example, the Drop Pods are known as the Sky Ranger :) and some cultist appear as "aliens".

9
40k / Re: Text and Lore
« on: January 19, 2019, 02:50:43 pm »
Plese see the attached text.

10
40k / Re: Text and Lore
« on: January 19, 2019, 02:07:04 pm »
Cool! 10x, bullet. I'm on in. Just a simple notepad++ text will be fine, right?

Here's a sample:

Ultramarine Chapter

Of all the thousand and more Space Marine Chapters, it is the blue-clad Ultramarines that, in the mind of the countless billions of the Emperor's subjects, personify everything that the Adeptus Astartes stand for.  Originally known as the War-Born, these superb soldiers are here to stem the tide of Chaos on this Planet. They will stop at nothing to eradicate all warp-spawn abominations.

Force Commander, your task is to find the source of the Chaos infestation; hunt down the Traitors and wipe out all those who oppose the Emperor's Will! Zeal and Fury, Brothers! Victory awaits!

Imperial Fists Chaoter

The Imperial Fists are one of the most valiant of all Chapters, held as paragons of the principles set down in the Codex Astartes. The Imperial Fists stand as the steadfast defenders of the Imperium and the Emperor's unwavering shield; for ten thousand standard years they have been the bulwark against which the armies of Traitors and aliens have shattered.

Force Commander, you are to defend this Planet at all costs! You and your forces will stand fast against the overwhelming forces of Chaos! You will erradicate all Traitors and abominations. Zeal and Fury, Brothers! Victory awaits!

11
40k / Re: Text and Lore
« on: January 17, 2019, 06:44:48 pm »
I see that the latest version does not contain the edited text of all the strings. Something wrong with the files, maybe?

12
Released Mods / Re: Reaver's Rebalance
« on: January 17, 2019, 06:40:19 pm »
I could be wrong, but in my opinion what is attached is not what we now call a mod. This is alpha version 0.4.5 of OpenXcom itself, the predecessor of OpenXcom 1.0. At first glance, apart from vanilla UFO, there is nothing inside, and indeed it is trimmed, since then the game was not fully realized. Launching it now by itself should be easy if you follow the instructions in the archive. It will only be necessary to add the data of the original UFO game (previously used this format) to the DATA folder and run the attached exe-file. As a separate mod, it cannot be used in the archive.
But this is just one more way to play vanilla, and even incomplete. It is much easier in the same OXCE to turn off all the mods and play it.

You both are right. I've just deleted my post. I was a bit excited about this description, as I have no idea how to make a single, coherent mod for everything in it:

Current feature list:
http://openxcommods.weebly.com/download.html
new tank type - battle mech! it's a battle mech. need i say more? based on the sectopod chassis, but with 50% more badass. (actual results may vary)
tank shells will now cause small explosions
training facility added - slowly increases soldier's stats, using the same formula as apocalypse
medical bay added - decreases wounded soldier convalescence time
researchable disruptor and gauss cannons for hovertanks and crafts
combat armor added, purchasable from buy interface
power armour replaced with re-coloured TFTD ion armour
flying armour helmet graphics altered
incendiary grenades
stun grenades
flashbangs - explode immediately, no priming, reduces reactions, accuracy and detection radius for 2-3 turns
terror missions at military bases (new map type) with military personnel (new unit type) with flashbangs and all mundane weapon types available
soldiers, if issued with pistols, will grab a melee weapon in their left hand, if one is available
added police, they will show up as local law enforcement on terror missions and actually fight aliens

Again, apologies to Reaver for clogging his thread. Please feel free to delete this post.

13
OpenXcom Extended / Re: OXCE Future plans
« on: January 14, 2019, 11:59:01 pm »
yeah, your were right, Meridian, it's not a mod per se, just an old copy of openxcom with what I presume might be WarBoy's modifications. I downloaded it from here http://openxcommods.weebly.com/download.html

-- posts merged by Meridian :P

I'm sorry if I was a bit unclear, Meridian. But anyway, thanks for your swift reply and for the amazing work you're doing!

14
OpenXcom Extended / Re: OXCE Future plans
« on: January 14, 2019, 11:51:47 pm »
I simply wanted to run an old mod, that's all. the gem I'm referring to is WarBoy's mod I attached in my previous post.

15
OpenXcom Extended / Re: OXCE Future plans
« on: January 14, 2019, 11:17:30 pm »
Hello, everyone! I apologize if this has been asked before on other threads (I did my research, really I did), but I have a question: I stumbled upon WarBoy's old gem OpenXcomWar, but for the life of me, I could not make it work in openexcomexplus. Any ideas would be highly appreciated.

Please see the attached gem. Actually, I wanted to ask if you guys plan to have something like a converter for old mods?

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